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-rw-r--r--gfx/graphite2/src/Position.cpp97
1 files changed, 97 insertions, 0 deletions
diff --git a/gfx/graphite2/src/Position.cpp b/gfx/graphite2/src/Position.cpp
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+/* GRAPHITE2 LICENSING
+
+ Copyright 2010, SIL International
+ All rights reserved.
+
+ This library is free software; you can redistribute it and/or modify
+ it under the terms of the GNU Lesser General Public License as published
+ by the Free Software Foundation; either version 2.1 of License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Lesser General Public License for more details.
+
+ You should also have received a copy of the GNU Lesser General Public
+ License along with this library in the file named "LICENSE".
+ If not, write to the Free Software Foundation, 51 Franklin Street,
+ Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
+ internet at http://www.fsf.org/licenses/lgpl.html.
+
+Alternatively, the contents of this file may be used under the terms of the
+Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
+License, as published by the Free Software Foundation, either version 2
+of the License or (at your option) any later version.
+*/
+#include "inc/Position.h"
+#include <cmath>
+
+using namespace graphite2;
+
+bool Rect::hitTest(Rect &other)
+{
+ if (bl.x > other.tr.x) return false;
+ if (tr.x < other.bl.x) return false;
+ if (bl.y > other.tr.y) return false;
+ if (tr.y < other.bl.y) return false;
+ return true;
+}
+
+Position Rect::overlap(Position &offset, Rect &other, Position &othero)
+{
+ float ax = (bl.x + offset.x) - (other.tr.x + othero.x);
+ float ay = (bl.y + offset.y) - (other.tr.y + othero.y);
+ float bx = (other.bl.x + othero.x) - (tr.x + offset.x);
+ float by = (other.bl.y + othero.y) - (tr.y + offset.y);
+ return Position((ax > bx ? ax : bx), (ay > by ? ay : by));
+}
+
+float boundmin(float move, float lim1, float lim2, float &error)
+{
+ // error is always positive for easy comparison
+ if (move < lim1 && move < lim2)
+ { error = 0.; return move; }
+ else if (lim1 < lim2)
+ { error = std::fabs(move - lim1); return lim1; }
+ else
+ { error = std::fabs(move - lim2); return lim2; }
+}
+
+#if 0
+Position Rect::constrainedAvoid(Position &offset, Rect &box, Rect &sdbox, Position &other, Rect &obox, Rect &osdbox)
+{
+ // a = max, i = min, s = sum, d = diff
+ float eax, eay, eix, eiy, eas, eis, ead, eid;
+ float beste = INF;
+ Position res;
+ // calculate the movements in each direction and the error (amount of remaining overlap)
+ // first param is movement, second and third are movement over the constraining box
+ float ax = boundmin(obox.tr.x + other.x - box.bl.x - offset.x + 1, tr.x - offset.x, INF, &eax);
+ float ay = boundmin(obox.tr.y + other.y - box.bl.y - offset.y + 1, tr.y - offset.y, INF, &eay);
+ float ix = boundmin(obox.bl.x + other.x - box.tr.x - offset.x + 1, bl.x - offset.x, INF, &eix);
+ float iy = boundmin(obox.bl.y + other.y - box.tr.y - offset.y + 1, bl.y - offset.y, INF, &eiy);
+ float as = boundmin(ISQRT2 * (osdbox.tr.x + other.x + other.y - sdbox.bl.x - offset.x - offset.y) + 1, tr.x - offset.x, tr.y - offset.y, &eas);
+ float is = boundmin(ISQRT2 * (osdbox.bl.x + other.x + other.y - sdbox.tr.x - offset.x - offset.y) + 1, bl.x - offset.x, bl.y - offset.y, &eis);
+ float ad = boundmin(ISQRT2 * (osdbox.tr.y + other.x - other.y - sdbox.bl.y - offset.x + offset.y) + 1, tr.y - offset.y, tr.x - offset.x, &ead);
+ float id = boundmin(ISQRT2 * (osdbox.bl.y + other.x - other.y - sdbox.tr.y - offset.x + offset.y) + 1, bl.y - offset.y, bl.x - offset.x, &eid);
+
+ if (eax < beste)
+ { res = Position(ax, 0); beste = eax; }
+ if (eay < beste)
+ { res = Position(0, ay); beste = eay; }
+ if (eix < beste)
+ { res = Position(ix, 0); beste = eix; }
+ if (eiy < beste)
+ { res = Position(0, iy); beste = eiy; }
+ if (SQRT2 * (eas) < beste)
+ { res = Position(as, ad); beste = SQRT2 * (eas); }
+ if (SQRT2 * (eis) < beste)
+ { res = Position(is, is); beste = SQRT2 * (eis); }
+ if (SQRT2 * (ead) < beste)
+ { res = Position(ad, ad); beste = SQRT2 * (ead); }
+ if (SQRT2 * (eid) < beste)
+ { res = Position(id, id); beste = SQRT2 * (eid); }
+ return res;
+}
+#endif